Sir, You Are Being Hunted is a freedom sandbox stealth experience, where each playthrough is unique, thanks to our British Countryside Generator. Escape from these robot-infested islands with violence, trickery and stealth. This brutally funny game is available for Windows, OSX, and Linux.

November 6, 2014

We've just deployed an update to fix some issues with controller support, and that means it should work fine on your Big Screen setup, and indeed on the Steam Box you are getting for Christmas. Oh man, was that a secret? We shouldn't have looked in the present cupboard!

Anyway, there will be another small patch soon to fix a couple of other issues reported recently, we'll say hi and explain when those go up.

Reviews

About This Game

Sir, You Are Being Hunted is a procedurally-generated British horror in which tweed-wearing robots hunt you for sport. Roam the landscape, scavenge for food, hide breathlessly in the undergrowth, flee in terror, and even fight back with stolen weapons.

Sir is a stealth and survival game unlike any other.

Key Features

First-person stealth and survival.

Procedurally-generated British landscape.

Five biomes to explore: castle, industrial, rural, mountainous, and fenland.

Infinite replayability in a sandbox world.

Powerful, brutal AI that becomes tougher as you play.

Tea and biscuits.

Foliage-based stealth system.

Scavenge to survive.

Play as Sir or Madam.

Relentless Britishness.

Every Game Unique!

Sir, You Are Being Hunted is set on a mysterious archipelago generated procedurally by you, and therefore unique to each game you play. You can define your own islands, each one created in moments by our rather clever British Countryside Generator. These islands are then populated by a raving aristocracy of murderous robots, their robot hounds, and worse. You job is simply to survive, and get home.

You're not entirely alone, though: The disembodied voice of Walters, your butler, will help you and offer advice.

Ultimate AI Threat

Sir's AI is one of the toughest in stealth, and as an open-world game, it's unique in its field. The robots are some of the most aggressive and intelligent game enemies you will ever experience, and will pursue you even after losing sight of you. Expect to be hunted!

The Most British Of Games

Sir, You Are Being Hunted is set in a parallel Britain, complete with bleak villages, rocky highlands, bramble-filled woodland, decrepit farms, and crumbling post-industrial landscapes. Made with the remarkable power of our British Landscape Generator, these landscapes are enormously evocative and teeming with detail. Take time to explore, and find that vital hidden flask of tea!

Sir is a game I really want to like, and have enjoyed parts of it, as it has a number of great ideas going for it: the wacky and creepy setting, the committed focus on stealth survival, the great variety of items, environmental biomes, & enemies, and of course, the ambitious randomly generated world. There's a lot to like on paper with Sir, and even once you are in the game some of that potential shines through gloriously.

However, of this never quite comes together in a cohesive whole. The game feels incomplete, and seems to lack some more substance and depth, in terms of gameplay, goals, and story. The AI of the robots ruthlessly hunting you down is actually quite good, but the process of evasion, distriction, fleeing, and/or fighting them quickly becomes tedious and uninteresting; and this interaction is supposed to be the focus of the gameplay! Often times the best strategy is to just sprint around grabbing your objectives and ignoring the thoughful stealthy approach, which should not really be possible, and essentially breaks the way the game is clearly designed to be played. Also, after the initial cutscene, there is next to no story or world development, which is a somewhat bizarre decision, as the setting is one of the most compelling aspects of the game. Where the hell am I, and what is the backstory of these tweed clad robo-gentlemen? Who is my character, and who is this myserious Butler who speaks at the game's beginning? Why are all these houses abandoned? None of your questions will ever even be acknowledged by the game, let aloned answered, which is a major cop-out for an incrediblely unique and interesting set-up. Additionally, the random world generation, while ambitious and great in theory, doesn't always work out well, and leads to really weird and hard to navigate terrain and towns at times, which also helps to undermine alternative playstyles and the believability of these strange islands actually being a real place.

Much of this seems to stem from the sudden jump in development from late Alpha to full release earlier this year; as someone who was supporting the game from almost day one, it seemed somewhat inconsistent with the planned development of the game, and the final product is proof of that. I feel that development dragged on internally, and once a workable build without significant bugs was finished, with enough development bullet points technically checked off, and a decent existing player base, the developers pushed the game out, without actually confirming if the game actually worked like they had intended it to. I hesitate to say it, but I would argue it does not.

If there are any more large updates for Sir to bring some fullness to the package (such as the often promised, but as of yet undelivered exciting competitive/cooperative multiplayer mode), this may still become realized as a great game. And I hope it does because many of the pieces are here, and I would be lying if I said I didn't have good fun with it at times. However I cannot recommend the game in its current and sadly, final state (if the developers are to be believed), and have taken Sir as a lesson in the dangers of supporting overly ambitious early access games, even if the developers are genuine in their intentions.

The game is now out of Alpha, which means the developers are considering it more or less finished. In the past I made it clear how disappointed I was with how the game was turning out, and now I'd like to step back and review the game, the developers, and the history of both in their entirety.

The game taken completely by itself, with no consideration of the developers or the Alpha development phase, I feel is a decent but flawed stealth shooter. There's some fun to be had in sneaking around in the tall grass, but nearly every other aspect of the game has something wrong with it.

Exploring is flawed in that there are far too many "dead zones" with nothing interactive in them.

Looting is flawed in that nearly all loot is gotten from largely non-interactive buildings, as enemies rarely have valuable things to offer when defeated. This is also a flaw of combat, since the lack of valuable items means there is very little reward for winning a gunfight.

Combat is also not exceptionally fun because it doesn't have much gravity. Bleeding can be cured with a single button, health regenerates, and most enemies are weak and easily evaded or defeated.

Music doesn't appear to play a large role in the game. I recall hearing an opening theme, which was interesting, but not memorable.

Graphically, the game has a lot of heart, which I appreciate, but at the same time it's got a very dated, rushed look. Most objects have bland, flat textures and barely react graphically to light. Even the guns looks like they're made of matte plastic, not wood and steel.

The rushed look is present in other elements of the game as well, such as the user interface, which lacks key features like a quick option to discard something (there's no discard button, there's no dragging the item off the inventory screen, there's no icon to drag over, just a context menu opened with M2) or the ability to stack similar items (bullets cannot be stacked once separated, be careful with your rifle ammo).

Animations look sped up and choppy, though this may be on purpose for the robots. There are no reload animations, instead the character lowers his guns offscreen and reload sounds are played.

And finally, the AI is not exceptionally good at tracking you. Even the searchlight, which can see you even when you're perfectly hidden, will forget where you are if you're near a building.

Overall, I'd say it's worth a play if you could pick it up on sale, but it's certainly not worth $20, not for this level of roughness around the edges.

Now, taking into consideration this game had an alpha stage in which quite a bit of money was raised for its complete development, and that there are multiple developers who have had years to fine-tune and polish the game, the overall image becomes considerably less positive. Instead of appearing to be due to time delays or personal problems, the lacking aspects appear to be due to developer inexperience or possibly even laziness.

It has been made clear to me that the developers are a team of ten or so people with decent but not exceptional talent in making games. It has also been made clear that funding was a large concern for them during development. However, a similarly sized team with inconsistent funding and only two experienced game designers was responsible for the creation of GoldenEye 64, which was lauded as one of the greatest first-person shooter games of all time and maintains that status even now (96 on Metacritic, compared to this game's 63). If a team with similar resources and worse technology can make something so memorable, the only thing keeping the developers of SYABH from doing the same is the developers themselves.

It's an unpleasant but well-known fact that game developers who are paid for their work ahead of time can be known to cut corners or even abandon projects at a whim. KickStarter and IndieGogo are rife with such half-finished and abandoned projects. This game, while at the very least playable and somewhat enjoyable, is certainly not finished, and definitely should not have been released from alpha in its current state.

And this doesn't even take into account the fact that many of the lacking features were requested by the community, but outright ignored by the developers during the alpha phase. One of the most requested features was interactive buildings, even something as simple as a 3d door that opened when interacted with. All of these were labeled "too difficult to implement" by the developers and ignored.

This reveals much of their mentality during development. Even during the alpha stage, they'd already decided what the scope of game would be like. Implying that the community had any say in the matter was at best misleading and at worst outright lying. Furthermore, since they already had the finshed project in mind, releasing the game from alpha stage is a sign that they consider that pre-defined scope nearly reached. The fact that they're currently working on additions that do not expand gameplay, such as bugfixes for already implemented features and controller support, seems to enforce this conclusion.

I bought this game when it was on sale during its alpha phase and followed the development for quite some time before it became apparent to me that these developers were not going to produce a finished game. It appears instead they've opted to produce the bare minimum according to their own standards and not the community's. I'll say again, this game has heart, but it just doesn't have enough life in it currently for me to recommend it

I give this game thumbs up because I appreciate the idea of it, and want to support developers trying to do something different. Yet, it was a mixed experience overall. My biggest issues were;

1)The trailer is quite misleading. The game has pretty gloomy and dark atmosphere, not comical as the trailer was. So my initial feeling was disappointment, because game was nothing that the trailer made it look to be. But eventually, the atmosphere of the game stands on its own. Just be prepared that the game is not as funny as the trailer.

2)I didnt feel that the procedural system adds anything to the game. The environments are made randomly for each playthrough, but there is not enough variery in the landscape patterns to make any worthwhile differences via procedural system. Its the same barren lands, and having the same trees in little different places doesnt really enchant the gameplay. The game is not a roguelike either. When you die (and you die very easily), you dont start the game from a 0, but just load a checkpoint. This imho kills the point of randomly generated world, since you dont need to really adapt into new world every time you play it, like you would do in Binding of Isaac, Rogue Legacy, Spelunky, etc. In this game, I kept thinking that it would be much better, if the open world was well planned solid world full of unique situations, instead of a procedural world.

3)Sneaking is too hard, and too punishing. The distances in the game are very very long, and most of the gametime you will be running from point A to B, without really sneaking. But when you reach a point where you "must" sneak, often its better just to shoot the enemy who is in your way, and run away as fast as you can. Doing proper sneaking can take a lot, lot of time, and getting spotted by enemy when too near to them is almost 100% death to you, which will mean a lot and lot of time wasted due to rare checkpoints. If you run and gun instead, you will lose only a 1-2 minutes of your time (most spent on running), instead of 10-20 minutes you would spend trying to sneak properly.

Overall I was somewhat disappointed with the game, but liked the idea and style of it enough, that I wish the developers move into a new interesting and unique projects soon. Apparently this game is getting a multiplayer someday, but IMHO its waste of time of the devs, and they should just make a new game instead. For time being, I can still recommend this game to the people who are fascinated by the idea, even though it has its share of problems.

I have no idea why this has such a bad metacritic score. Maybe im fanboying here, but this game is awesome if you play it the right way.I've started without watching any trailer, without knowing anything about the game. Just after a few minutes I got into the system and immediately felt the survival aspect. After gathering some orbs, a new robot comes into play, which is a cool feature itself, but the discovery of it is the main thing. Wandering through the woods and seeing just a glimpse of a robot you have never seen before, wanting to get a closer look but without risking your life.I have to mention, I don't use the save-function. I play 'hardcore' which adds some more of the survival instinct and makes me overthink my actions. As the maps are all random generated, it makes sense to start over from a whole new map. As there are 5 different Islands and each one has its own theme, it is again all about the discovery, still in mind that some robot could spot you while you are admiring an interesting building or strucuture. The balance between "I really want to see what that is" and "I hope it doesn't kill me though" is perfect. Like I said, it might be the fanboy effect I'm suffering from, but I got this from various chases through the woods, resulting in a firefight in a small village, while trying to get some robots into a trap I originally set up just to gather another one of these crystals. This game is brilliant. You really, really should try it if you like the thrill of survival and discovering the mysterious unknown.

This game becomes repetitive really quickly and doesn't have enough content in it to make it worthwhile the amount of time it'd take to finish it. You have to find pieces scattered around generated islands and bring them back to the starting position to do 'something' (What that something is I don't know, I never finished it). As you progress new enemies will appear that will ramp up the difficulty. The way I see it this game has 3 main elements, combat, stealth and exploration.

The exploration aspect of the game is extremely lacking as there is rarely anything interesting to find. Just more and more houses to scavenge for supplies and the occasional 'something' piece. You can find diaries and stuff that help you understand the setting but they are rare'ish loot and without them there is barely any kind of narrative. It's just not fun to explore because there is nothing worth finding. Just more random houses that does nothing.

The combat in the game is boring, I understand that it is not meant to be a combat oriented game and that you need to preserve your resources in order to survive long-term, but whenever combat 'does' happen it is extremely clunky. I ended up just sitting behind a wall and then waiting for a robot to pop around the corner so I could blow the head off and that's it. There are traps you can use (which are especially useful for the robot dogs) but the enemies might not walk into a trap and then you might be ♥♥♥♥ out of luck.

And finally, the stealth, in order to not attract attention you need to sneak around sometimes but when you progress far enough into the game it becomes a necessity to stealth in order to avoid being cluster♥♥♥♥ed by dogs. The problem? It's a sandbox world where you have to travel large distances. It isn't fun to move the speed of a slug when all you want to is to just get another damn 'something' piece. The stealth works well enough on its own merits but the problem is the amount of distance you need to travel 'and' the necessity to use stealth. It becomes tedious real fast.

The setting is really interesting, the enemies are well designed, the concept behind stealthing around and using resources is great. But the gameplay is boring, repetitive and tedious.

What the game needs is a stronger narrative, it needs to ditch the generated islands in favor for consistent set-pieces, it needs to polish the resources system, the healing system and the combat system. It needs to have something more worthwhile to find while exploring, like unique mini-bosses, NPC's, locations, puzzles and traps. And it needs to ditch the extremely repetitive "Fetch 24 'something' pieces" for a more clear and focused story.

If a sequel does what I just suggested then I'm definitely getting it. But 'this' game? It ain't worth it. Even on sale.

Having recently finished a ritual slog through the rebooted ‘Thief’ (How I forced myself to play through the entirety of that dross I can only attribute to some kind of rabid frothing loyalty to the genius of the original) anyone could be forgiven that thinking that stealth – and I mean real stealth (Forgetteth not Original Thief, Hitman: Blood Money, System Shock etc.) was surely dead. Perhaps the harsh unforgiving landscape of the original hard-core PC genre is simply too much for the AAA studios of today to stomach - given how most of their output has become about as creatively impotent as Michael Bay directing the latest Transformers snore-fest. Well it turns out not all is lost as once again an indie darling swoops in to save the genre with the excellent (if not perfect) Sir, you are being hunted.

But steady on now dear boy! What’s it all about?

Starting with a wonky hand drawn cutscene (Though narrated by an excellently plummy butler voice-over) the simple premise is presented: Being stranded on a series of very British Isles you are tasked with recovering a series of scattered mystical stone artefacts to activate a kind of magical Stonehenge endgame – a simple but effective plot device not only permitting but encouraging the open ended ramble you embark on. Oh - and all the while avoiding the murderous but delightfully polite gentlemen robots who, if you didn't quite catch it already, are out to hunt you.

Go on then, spill the beans! Is it any good?

Endeavouring to avoid the very British habit of meandering around the point I should start by stating the most important thing you need to know: The stealth works. And golly is it a thrilling chase! Sir, makes use of its gloriously procedural open(ish) world and enemy placement to generate a genuinely compelling rhythm of long eerie walks, interrupted by tense moments of avoidance as you slip by patrolling hunters and the occasional run in with live fire in response to which you mostly run for the hills (But often rather the safe bosom of stealth-friendly shrubs and long grass).

Details man, I need the details!

While a shocking amount of AAA games still continue to pile on such migraine inducing modern videogame tropes as overzealous tutorials, quick time events and general (Console era) hand holding, Sir, plays like a greatest hits of all the classic stealth and RPG mechanics of 90s with a dash of the modern survival genre throw in there for good measure. You will manage a classic grid style inventory system. Your enemies will not patronise you with obnoxious alert level visual indicators. You will bleed out in seconds unless you brought bandages with you (And can apply them fast enough). You will not be guided by point defeating objective markers. You will shoot, cook and eat pheasant if you want any chance of surviving your time in the country. In short – jolly good times ahead!

With its short but well-structured runtime Sir, can also evoke some very special moments of player agency. Its clever reinterpretation of the classic scaling challenge/empowerment mechanic, invite new opportunities for emergent character development: Building resources and confidence you can eventually embolden yourself to take on the hunters - the cathartic fantasy of transformation from prey to predator or Garret the Master Thief to Gordon Freeman if you like. However with stealth and avoidance mechanics as enjoyable as they are you’d certainly not be missing out to ghost you way through the entire experience given your ruthlessly oppressive and increasingly thorough adversaries.

Oh, and did I mention it’s quite funny? Yes indeed. It seems no one is better at capitalising on the pastoral, fox and hound theme than mocker-in-chief (And game designer) Jim Rossignol – a Brit himself. I’m not sure the quintessentially British sense of humour will tickle everyone’s fancy but if the image of homicidal robots drinking tea is enough to muster a chuckle you’ll probably be ok.

So, you’re saying it’s rather good then?

Sir you are being Hunted is an inspired stealth gem not to mention a legitimate vision for the genre’s future. Despite its modest graphics chops, Sir, evokes a mythical version of the British countryside we almost forgot existed. The pervasive sense of danger, juxtaposed against that ancient, almost ethereal beauty conjures a unique sense of place that will linger long in the memory after your short adventure/ordeal ends.

Hello all lets sit down and have some Tea and Biscuits and talk about Sir,You are Being Hunted.I really like this game! The mix of FPS ,Stealth and Survival mechanics come together pretty nice in this game.The controls are your standard FPS set up,so its cake if you play any fps games. I think what grabs you the most and draws you in is the look and the atmosphere of this game. This is what a good team does with the Unity Engine (Incomeing Unity Haters in 5...4...3...2...1.. :P ).

The only draw back i think this game is missing is 2 things Co-Op and Steam Workshop !! I think these two things would have brought me over the top with this title!But all in all a killer single player game!

So if you havent by now put down your Tea and Biscuits and go Pick this game up !!! CHEERS!!! PIP PIP CHEERIO!!!

This is one of those games that is a lot cooler than it seems so let me try to paint you a word picture.

*ahem*First, there is a whole 'survival' element I never really noticed in any of the videos on the store page. Its very simple, however, a vitality meter to symbolize hunger. And an inventory of junk, cookable food, and the tetris box-style inventory screen.

Next is the 'horror' element. It isnt objectivly scary, like real horror games, but play this game with headphones with the volume turned up. Bird's wings flapping as you stir a grouse from the bushes. By the way, your hunters will see and hear this and the looming ever presence of a spotter in a hot air balloon breathing down your neck make you think out every move carefully.

This game EXCELS in atmosphere and simplicity.

What it doesnt excel at is inventory. Equiping items really needs to be done before you need them. However I think that's by design.

If you liked "Dont Starve" but want something a little different, try this.

Far between are the times I am completely engulfed in a game these days. More often I play something for a few hours and then I tire, or remember something else I should be doing. Perhaps games have simply lost it's magic for me, doing what I do for a living. Or, more likely, I am old, jaded and I can't really be bothered anymore. With that said, when it does happen, I do make a point of giving a shout out:

Sir, You are being hunted is wonderfully moody, brilliantly paced and time-wastingly-but-I-don't-care immersive!If the idea of sneaking through an english-ish/moor-ish landscape in a tweed jacket, and every now and then stumble into a small village where you can loot for tea and biscuits or sitting by the coast while gobbling down a bottle of whiskey to restore your health (Pay attention, kids. A lesson for life right there!), all the while avoiding posh, tophat wearing, cigar smoking robots appeals to you, I whole-heartedly recomend it.

If that doesnt appeal to you, I'd say give it a try anyway. Because clearly there is something wrong with you and maybe this game can make you right.

Open world, procedually generated, sneaking mixed with looting and survival. And oh, so moody!

Unenjoyed by critics who would rather compare it to the likes of games such as DayZ, enjoyed by gamers who would rather compare it...to the actual game it's trying to be.

Sir, You Are Being Hunted may not have the AAA polish some people have become use to, nor does it have rock solid mechanics that always make sense.But what SYABH does have, is charm, sprinkles of whit and a niche yet enjoyable "oddly-survival" sandbox that will certainly make your ♥♥♥♥♥♥♥♥ clench a time or ten.

If the asthetic and over all description of the game seem worthwhile to you, then it's worthy of being picked up.If it turns you off, then why are you even bothering seeing what other people think of the game then?

Don't be fooled by "black and white" Metacritic scores, this is an odd little gem when it's all said and done.And while replayablity is nigh, the overall package that you will experience in your first few play throughs, is worth the price of admission.But don't expect this to be a "go to" game for months to come, but a "weekend warrior" if anything else.

So go get freaked out by dry British humor like robots and sneak through tall grass, being overly paranoid of anything that moves and pick up this game if this sounds like if it's for you.

I've always had a fear of English robots dressed in gentleman attire carrying guns, and now that fear is only stronger. I was suprised this didn't have a bigger fan base, it's really a great game.

The key is sneaking around, hiding from the robots who are hunting the last of humainty for sport, as you try to find the pieces of a device to get you to sanctuary. And as you progress, the robots do as well, becoming more difficult and more various as time goes on.

One player, but definitly a good buy if you're looking for a game for good distraction.

Strangely addictive, it strikes an almost perfect balance of stealth and action without necessarily favoring one or the other. If you like to ghost* through Thief, Hitman, and Manhunt, you'll feel right at home. If you prefer inventory hoarding and guerilla tactics, striking out at isolated groups of hunters then disappearing to strike out again, you'll find plenty to enjoy.

The mildly subversive, self-mocking humor complements the fittingly urgent ambient music and delightfully goofy robotic chants. My favorite is the squire who sings a few bars of Rule Brittania with a metallic death rattle while patroling villages. If everyone living in the Edwardian English countryside were turned into sadistic robots bent on killing any stray humans or animals, this would be the result. Recommended!

* Ghosting refers to completing a map in stealth without attacking any enemies and, if playing hardcore, without being detected by enemies.

It's a game that's so close to being interesting and good, but falls short because of bad gameplay design decisions that result in it feeling like a tedious fetch quest rather than nail-biting survival against all odds.

It's not every day you get hunted by a tweed wearing robot commenting "I'm so wealthy it's extroadinary"

I've had Sir You are being Hunted in my library for a while now and played it back when it was really early alpha and it was quite entertaining, playing it recently with a load of new robots, items and environments, I can see this this game has a massive potential to be a great game and already currently is very funAn unique take on the survival genre with some absolutely wonderful details such as the Robots comments, environments and itemsIt was also interesting to come back and start finding letters in some houses that give some insight to the back story of the islands

My most recent experience would be returing to the Standing Stones to drop of some artifacts, to then be spotted. Making a run for the fields, I upset a local scarecrow, who brings down the entire islands enhabitants on me, to then flee to a nearby crop field to hide with every local on the island searching for me, including several hunters and hounds, a Poacher and the Landowner no less! I was amazed I was able to escape

Honestly I'm surprised to find it's no longer Alpha, as there's some optimisation that should really be addressed, framerate for me struggles in a few places on visuals that don't really look as if they should be that demanding, as well as some generation anomalies. Ideally a patch would be in order

None the less, while it can be a little difficult to get into, Sir You are being Hunted is still a fun game and gives an amazingly tense atmosphere for what it is

This game doesn't hold back. You will run into robots and die.You will have dogs hunt you down, and die. You will think the water is safe, until you die.You will starve and eat anything, and you will die.

This is a game about stalking for 3 days, and I've always wanted a game about stalking for 3 days, but it's not what I really had in mind. It's a good game, but it's too compacted down. The day/night cycles are a little short and the maps are a little claustrophibic. You have to eat every 20 minutes, which is not what I would want to do if I was stalking for 3 days irl. I'd probably only want to eat once in a 3 day period irl, but in this game, if you don't eat within 20 minutes, you will die!

Also, even though this game is about stalking for 3 days, it's also about being stalked for 3 days, which is fine, except the robots are everywhere and pretty tightly packed (because of the claustrophobic maps). The gameplay is fine though, and it's a good game, but it's not a game about wandering the wilderness for several days, perhaps not seeing another person the entire time.

What I really hope for is a survival game where you can't see another person or hostile entity for a long time. You cover your tracks and travel light, taking only what you need and surviving hardcore mode. When you see another person, you stalk them for 3 days, because there is great risk involved in getting close! That is the game I want, but this is not that game. It gives a small taste of what that game might be though and so I will recommend this game.

As the inro says,"Stealth and Survival, ......with tea and biscuits", it does well what it said it does, especially on the stealth part with regular fps survival elements, both together create an unique mix of high-tension for even an indie game.

This game provides a good challenge to those that enjoy a methodical and patient approach to solving a problem. The problem in this case is gathering 15 parts of a device that will allow you to escape the archipelago of death you're currently are stranded on.

It all starts swimingly well with the first piece right next to you but the closer you get to victory the more persistent and diabolical the automata that besets you becomes for you are not just being hunted it seems like the whole of the species is in season and you're the only one left in the vicinity so other than the supplies you can scavange you are very much alone against what at first seem insurmountable odds.

It's not so bad after some practice but it takes the patient and persistent sort. If thats you then you are in for a treat. Enjoy.